I'll do anything if you let me have the pieces, Mistress.

Appearance
Nimbus: Long-Term
Collects money from the rich and distributes it to the poor
Nimbus: Immediate
Glitches where the same action is repeated several times
Signature
The faint sense of bureaucratic obstruction
Height
173cm
Eyes
Green w/ Glasses
Hair
Black, w/ Blond Roots
Obsessions
- Supernatural Breaking and Entering
- Investigate Living Machines/Programs
Aspirations
- Do a Democracy
- Steal from a Seer
- Undermine the Heirarch
Personality
Six of Pentacles is someone who changed greatly with her awakening.
As a sleeper Alice Chat coasted through life. She lacked the resources or motivation to succeed in academia and landed in the gray of the tech world. She found exploits and sold them, usually the the owner of the system she exploited. Sure, she didn't steal from them, but that was more out of fear for the consequences then any real aspirations to do "good". The gains just weren't worth the risk, or so she thought at the time.
Then she found herself in Arcadia.
The Awakening made Six see the banality of her previous existence. She saw a life that prioritized security over excellence. Worse still, the work itself was boring. It was trivial to do even before she could let Fate itself guide her hands towards success.
So she did the only thing she could do. She signed on with the the Free Militia and she applied her skills to something a little more exciting: infiltration.
As a Mage, Six of Penacles is driven to right what she perceives as wrongs in the world. To "Robin Hood this Bitch Up!", as she would say, and to quite literally steal wealth so as to redistribute it. As a member of the Free Council, she is among those numbers who hold the third tenet highest of all. "Destroy the followers of the Lie".
Outside of these new rules to her life, she's dedicated considerable energy to anonymity. It is rare to find a Mage so difficult to track as Six
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Birth8 February, 1992 CE (28)
Abilities
Fate
Chaos Mastery (Fate ••••) - Spell
Chaos Mastery (Fate ••••)
Practice: Patterning
Primary Factor: Duration
Suggested Rote Skills: Empathy, Occult, Science
The mage can Pattern Fate to manipulate complex probabili- ties within the spell’s subject or area of effect. This spell allows the mage to dictate any physically possible outcome within the bounds of the spell’s subject, no matter how unlikely.
The spell cannot create supernatural effects, but within the bounds of improbability the mage can cause a number of effects equal to Potency, such as:
- Create a narrative effect such as controlling how vehicles behave in a multiple-car crash.
- By directing once-random biochemical changes within a subject, cause seizures, hallucinations, and physical events, imposing suitable Conditions such as Blind or Disabled.
- The mage reduce's the subject's next action to a change die.
- Attack a subject by directing chance around them, or protect a subject from dangerous circumstances; this is not a direct-attack spell, and should use any rules for the hazard.
Note: Praxis
Exceptional Luck (Fate ••) - Spell
Exceptional Luck (Fate ••)
Practice: Ruling
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Intimidation, Occult, Socialize
The mage blesses the subject’s endeavors or curses them with misfortune. Whether good or bad, the subject’s luck is truly exceptional. This spell bestows a boon or inflicts a hex on the subject (see p. 134). The subject may Withstand a hex with Composure.
+2 Reach: The boon or hex can affect spellcasting rolls.
+2 Reach: Spend a point of Mana. The mage can cast this spell as a reflexive action.
Note: Praxis
Superlative Luck (Fate •••) - Spell
Superlative Luck (Fate •••)
Practice: Perfecting
Primary Factor: Duration
Cost: 1 Mana
Suggested Rote Skills: Athletics, Crafts, Occult
The mage can ensure success at virtually any task he sets out to accomplish.
The subject gains the rote quality on a number of mundane dice rolls equal to Potency. The subject’s player can choose which of his rolls are affected (declared before the dice are rolled).
+2 Reach: The subject’s player may apply the spell’s effects to ritual spellcasting rolls, which doubles the Gnosis-derived casting time of those spells.
Note: Praxis
Merits
High Speech (•) - Advantage
Effect: The character can use High Speech as a Yantra in spellcasting (see p. 120).
Note: Dots: 1
Consilium/Order Status (• to •••••) - Advantage
Effect: This Merit grants all the advantages of the Status Merit (see p. 107), except it applies to the city’s Consilium or your character’s local Order Caucus. This affords certain protections and advantages under the Lex Magica.
Your character’s position affords her certain access to her Caucus or Consilium’s stores. She can access Artifacts, Imbued Items, mentors, libraries, Grimoires, and other magical resources. The Storyteller should assign an Availability rating to the item your character seeks, related to the power level or regular Merit rating. Consider your character’s Status dots as Resources for the purpose of procuring these magical resources (see Acquiring Services, p. 228). Availability ratings assume the service or Merit will be assigned on a temporary basis (for a single story); add •• for permanent requisitions. The group assumes she’ll return it when done with it, or make amends if it’s destroyed or lost. Merits suitable for requisition include Alternate Identity, Retainer, Imbued Item, Artifact, Grimoire, Mentor, Hallow, Sanctum, Library, Advanced Library, Safe Place, Familiar, and Resources, all with Availability equal to their dot rating. The Storyteller decides if your character’s group has access to a particular magical resource; rank doesn’t summon magical storehouses into being.
Order Status unlocks certain Merits and advantages unique to that group. As well, certain spells are taught to Order members; learning them outside the Order can be difficult at best, dangerous at worst. Usually, Order Status comes with a position of responsibility. This varies from city to city by Order.
Finally, Seers of the Throne Status adds to the character’s Resources for acquiring mundane items and services.
Sleepwalkers may only buy the first dot of a single version of this Merit. A character may normally have Status in a single Order. If a character works closely with a second Order, however, she may buy the first dot of their Status but no more, and may not use them for requisitions.
The Orders are both global organizations and locally compartmentalized. If a character uses Order Status in a Caucus other than her home one, reduce her effective rating in this Merit by –1 if the Caucus is a member of the same Consilium or Assembly, –2 if it is a member of the same Convocation, and –3 if it is unrelated.
Note: Free Council
Dots: 1
Alternate Identity (•, ••, or •••) - Advantage
Effect: Your character has established an alternate identity. The level of this Merit determines the amount of scrutiny it holds up to. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. She hasn’t established the necessary paperwork to even approach a bureaucratic back- ground check, let alone pass one. At two dots, she’s supported her identity with paperwork and identification. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At three dots, the identity can pass a thorough inspection. The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real, even to trained professionals.
Additionally, the Merit reflects time the character has spent honing her persona. At one or two dots, she gains +1 to all Subterfuge rolls to defend the identity. At three dots, she gains +2.
This Merit can be purchased multiple times, each time representing an additional identity.
Note: Dots: 1
Resources (• to •••••) - Advantage
Effect: This Merit reflects your character’s disposable in- come. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she might have little money to throw around. Characters are as- sumed to have basic necessities without Resources.
The dot rating determines the relative amount of dispos- able funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.
Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason). For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
Note: Dots: 3
Shadow Name (• to •••) - Advantage
Effect: Your character has a particularly developed magical persona, and is almost a different person when acting as a mage than in her mundane life. When purchasing this Merit, deter- mine the Shadow Name and its symbolism. The character may use those symbols as a persona tool in spellcasting, worth this Merit’s dots. Additionally, apply dots in this Merit as a With- stand rating to spells that attempt to identify her or cast on her using the Sympathetic Range Attainment when in her mundane persona, to spells using the Temporal Sympathy Attainment targeting a time when she was in her mundane persona, and as a dice penalty to mundane skill rolls relating to identifying her as the same person as her magical self.
Note: Dots: 3
Occultation (• to •••) - Advantage
Effect: Your character is unnoticeable and inoffensive on a mystical level. Any time a character tries to read your character’s aura, or otherwise use magic to discern bits of truth within her, subtract your Merit dots from their pool.
Normally, a mage’s spells carry with them a hint of his Nimbus. This Merit allows a mage to hide that, to metaphysically sweep that under a rug. Your character’s Signature Nimbus is faint, vague, and couched in more symbolism and oblique references than other mages’. When someone attempts to scrutinize her Nimbus to identify her or track her, subtract your Merit dots from their rolls. The Withstanding level of sympathy for spells targeting the character has a minimum of her Occultation dots.
Drawback: If your character ever gains the Fame Merit, or becomes noticed by the public at large, you can lose this Merit.
Note: Dots: 3